File Listing: Wizard Tower for Genesis Mod | ||||||||||||||||||||||||
Last Updated: Feb 13, 2011, 10:19:32 am First Created: Feb 02, 2011, 07:19:00 pm Author: SethCreiyd
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Description
This version of Wizard Tower requires Deon's Genesis Mod. Welcome to Wizard Tower, the Dwarf Fortress mod that lets you guide seven intrepid wizards as they embark to create a monument worthy of their talents. Wizards are each born with certain unique powers (according to their genetics, or 'castes' as they call them), and are capable of manipulating matter in ways the others races cannot. More detailed guides can be found in the .zip file. Installation: Extract the .zip file to the Dwarf Fortress folder with Genesis Mod installed. Uninstalling: Delete all files in the raw/objects folder that end in '_wizard.' Also delete any files that end in "_resource" unless you are using other mods that use these files. Installing this mod makes no changes to pre-existing files or saved games. You can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world's playability. What are Wizards? Wizards are like humans, but different. They have a unique language, several unique reactions at their disposal, have special weapons they call 'wands,' and are divided into castes known as 'colors.' Further down is a more detailed description of them, their abilities, and their buildings. Included in the .zip file is a cheat sheet for all the new items, buildings and reactions added by the mod, as well as a guide to castes. They can be pernicious, covetous and greedy, but as a species they probably fall on the good-natured side, with exceptions. They often have trouble getting along with one another, and so Wizard Towers generally cope poorly with unrest and chaos. They tend to be isolated from the rest of the world, coming out to trade only rarely and even then usually only amongst themselves. A wizard's physical and mental traits and abilities are governed by their 'color' or caste. This doesn't show up in Fortress Mode so much (where tile colors are tied to profession, not caste), but you can tell what color a wizard's caste is by the color of their eyes (they match). Wizards are fully playable in Fortress Mode (Dwarves too). Use Tab on the embark screen to cycle to the civilizations menu and use the +- on the numberpad to scroll through the available civs. Wizard civs show up on the world map as a blue '#' symbol. What are Sorcerers? Sorcerers are like wizards, but different. They are pernicious, covetous and greedy with demonic personalities. They have a distinct language but share most of the abilities that wizards have, excelling, one might say, in different areas. Sorcerers are also fully playable in Fortress Mode, and their civilizations appear on the map as Dark Fortresses. Gameplay Features:
Buildings and Reactions: Alchemy: Transmute lead to gold, wood to flesh, and smelt unsmeltable ores and more machinations of metaphysics. Associated Buildings: Alchemist's Foundry and Alchemist's Laboratory. Alchemy skill. Geomancy: Melt down gemstones and reshape them into blocks, furniture, crafts, and arms. Associated Building: Gemshaper's Forge. Gem Cutting skill. Wands: Wizard-only weapons and tools that utilize the Concentration skill. Very powerful in the right hand. Meditation Chambers: Used to practice concentration, a necessary skill for wand use. Larger Wizard Towers can boast many such chambers. Podiums: Let your wizards perform some public speaking. Assign them to nobles or let every wizard in the Tower speak their mind. Desks: Read and write, make special crafts and more Fire: The most basic tool of civilization is now available for use in Fortress Mode. Magic Missile: This basic weapon of wizardry is now available for use in Fortress and Adventure Mode. Magic Blast Attacks: This basic weapon of wizardry is now available for use in Fortress and Adventure Mode. Coming Soon: More Stuff Q & A Q: The workshops don't have any tasks available when I select them. A: You don't have the necessary regents. It might be fuel, which the alchemy and gemshaper furnaces both require. Check the cheat sheet included in the zip file for a list of reactions and their required reagents. Q: Where do wizards make soap? A: An Alchemist's Laboratory. Q: Can I use your wizards/buildings/reactions in my mod? A: Certainly. Thanks and Credits The Adams brothers for Dwarf Fortress, their incredible work and inspiring dedication Deon, for the Wizard/Sorcerer tiles when the mod first began and help with Genesis compatibility, Mike Mayday for his tileset, which I used as a base to learn and make graphics Warlord255 for his bonfire mod which was a base for the fire kaypy for the Display Case and Lazureus for the Crematory D_E for bringing [SKILL_LEARN_RATE] to my attention Rask for reporting arena mode and wand testing forsaken1111 for the deflecting orb and numerous other suggestions The contributors to MagmaWiki, especially concerning custom buildings and reactions TwilightWalker for providing the Genesis compatibility information Thank you all. |
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SHA-256: 2400730c9d28b1530e1fc3574802888ab994b2d64d542ff23a292867db3434f3 | ||||||||||||||||||||||||
IP: logged Commands |
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